Yet another example of devs not playing their own game.
I’ll give you a field for you to blast, I just won’t tell you when. Great, makes sense.
This kind of balancing is exactly why the pvp can’t be taken seriously.
It should blind from the front and burn from the side/back on the 3rd pulse.
Staff
You’re pigeon holed into a power build since there’s no condi. Sprinkle some condi as part of the damage for each skill.
Solar Beam – Increase damage and/or make third pulse a blind from the front, and make it a burn when applied from the back.
Astral Wisp – Increase damage. Make the wisp cripple the foe in addition to healing allies.
Ancestral Grace – Add damage component and/or knock down for enemies.
Vine Surge – Increase the vine speed substantially. The longest immobilize in the game is Entangle with 1 stack for 5 seconds. The bulk of the other immobilize skills are between 1 to 3 seconds. Yet the cast time for this is 3/4 seconds. Even if you had the best of reflexes when combined with the slow travel time of the vines, you really won’t be clearing any immobilize off allies. Secondly, if you’re require to aim it, thereby delaying the execution vs something that’s tab target and fire, that move must be more powerful and worthwhile to perform. Compare Ele’s Phoenix to this, when aimed correction, it could hit 5 to 6 times, gives vigor, it’s blast finish and it clears a condi.
Increase damage and speed of vine projectile, add bleed and torment to enemies, increase it from 3 to 5 targets in addition to clearing mobility status.
Sublime Conversion – Converting range dmg to heals is not enough. Add small damage component. Make it knock down targets that move through it and turn 3 boons to conditions.
Celestial form
It takes far too long to fill up the F5 bar, unless you’re mashing staff 1 and overall feels really clunky.
I think the F5 bar should not drain when you leave astral form. One, there’s no damage really available in that form. Two, besides the auto attack, there are internal cool downs already for the moves but the heal are not enough to sustain you when focused on anyway. Three, it makes astral form spammy and devoid of proper rotation of skill for PVE, or proper counter play in PVP.
F5 should function like death shroud, in form. Slowly ticks down, but bar remains when you exit form early.
Add boons to celestial avatar skills 1 to 4, so the pet can be buffed to do the damage component in a 1 v 1 in astral form, and it makes more sense for WvW and PVE also since both healing and buffing should happen before attacking. I wouldn’t add condi components to the celes skills since condi specs mostly all have tanky builds, to output additional condi damage while healing might be a bit too much.
Not all healing skills fills the bar, e.g. signet of the wild, regen, procs from food etc. For some reason troll unguent fills it up even when you’re not getting healing.
Cosmic Ray – No change.
Seed of Life – Add aegis/resistance
Lunar Impact – Add fury.
Tidal Surge – Add might.
Natural Convergence – This is basically churning earth for ranger only this will never hit because this class has no cantrip to provide stability/protection and teleport for it to hit. Make the skill usable on the move and provide some protection during the channel. Allow glyphs to be cast in conjunction with the channeling, like glyph of tides to pull or unity to bait someone into hitting you.
Animation – When you go into astral form, a full moon appears over the head of the druid, when you exit astral form, it should go from a full moon to an eclipse so allies and enemies can figure out when your astral form is ending.
Glyphs
Glyph of Empowerment – It’s seems like it’s a worse version of spirit for only 10% boost for 6 seconds. Make it give pulsing stacks of stability regularly and resistance in astral form instead.
Glyph of Equality – Make the power of the effect based on the difference between your HP and the target’s. The bigger the spread, the more dmg, and longer the daze.
Traits
Celestial Shadow – Makes little sense to get stealth as you exit. You’re most vulnerable when you need the healing so it makes more sense to get stealth when you enter celestial form, and get super speed as you exit it. This way you can have added few seconds to get those heals off and might actually make it easier to land natural convergence while stealthed. Moreover, if you take primal echoes with ancient seeds, it makes sense to run hydromancy sigil on it to get an extra proc. This will actually get rid of your stealth and make this trait not work properly. You should get stealth when you enter celestial form, so people can control when stealth kicks in.
Verdant Etching – Make this trait turn glyphs into stunbreakers in addition to existing benefits.
Grace of the Land – Make it clear 2 conditions off allies when you enter celestial form in addition to lower condi damage.
Lingering Light – Make the wisp around you and your pet, clear 1 condition. Use this in combination with cultivated synergy and get 1 condi clear around your pet also
Ancient Seeds – It’s bugged with spike trap, the knock down from the trap won’t proc this trait.
Pets
Tiger – This is a huge pet peeve for me since day 1. The long bow’s killzone is 1k so if you send your stalker/moa out to attack your target you won’t get the F2 buff. The tiger’s F2 takes that penalty to the extreme, you don’t even get the buff when you cast it beside you since it leaps away. The bigger issue is, why should a class required mechanic have this contradictory nature to it that even when you try to play the class properly, you’re penalized? Make all F2 buffs ignore range for the pet owner!
Fire Wyvern – It doesn’t seem to fire the F2 at the target. It seems to only ever cast the fire field under the ranger.
I know why you are thinking this way, but that wouldn’t fit the theme of the traps. Traps aren’t something that you can trigger from distance whenever you want it to, for example you can’t trigger frost trap on demand because you want an ice field. You need a foe to walk in it and that’s the same for healing spring: you have to get the target of the skill (a wounded ally) to go in the circle to activate it.
It works this way to fit the theme, that’s all.
And actually I was thinking this skill is useful especially for WvW, because this gives you the ability to prepare blastable water combo fields in the backline for your allies.
The only thing that’s good for in WvW is laying it down on rams since your targets will not moving. On anything that moves, that skill is worthless.
Prelaying it down is even less feasible when a zerg or even just an arrow cart could make you change your direction immediately.
This needs a drastic change so you can blast on the run to be of any use for clutch play in PVE or PVP.
If this is a “feature” then they should make it like a two part skill like Sword 2.
Push it once to activate, and in that 1 second window if you don’t push it again the spring appears where it was activated. If you push heal again, it drops at your feet.
This thing plays like trash currently it’s so worthless in dungeons and wvw. The only thing it’s good for is dueling. I can count the number of people I managed to heal on my hands since this skill was changed since no one stands around when they’re getting hit.
If you cast it on the run, it doesn’t drop at your feet, it appears where you were 1/2 second ago.
This makes it worthless if your target is moving and very irritating to use when you’re trying to heal your pin or group.
If you’re going to make it appear at the location of the cast, shorten the cast time so you’ll be at the very edge of the spring even if you’re running so you can still blast it. Or just make it appear at your feet when you cast like it was before.
Run Resounding Timbre with Guard, Clarion Bond.
1. Stow pet. Jump off high ledge to proc Clarion Bond.
2. Switch and cast WH5. Wait for swiftness to tick down a few seconds then cast Guard since casting shout immediately after will not get you more swiftness.
3. Repeat step 1.
I don’t know how you don’t realize this, but our weapons are already nerfed to take into consideration that the pet is also hitting for damage. Ranger is balanced with the assumption that the pet is hitting at the same time, which is why they do far less damage in PvP than they do in PvE.
I know that. But you can’t say pets hitting 100% is the solution, because on which pet’s dmg is it based on it? Cats? Birds of Prey? Bears? And are you taking BM into account?
Depending on what the player picks, it shifts the metric, which is why there’s no way to properly balance the damage for this class until they start folding the dmg back into the ranger and make pets into a source of utility, or give some kind of multiplier for BM and equalize all the pets’ dmg.
If pets hit 100% of the time, then and only then, can Ranger deal 100% of it’s actual damage. Since now you can just run in circles and avoid 30% of Ranger’s total damage very very easily, I cannot see how pets actually hitting their targets instead of just chasing them around the map is OP.
Pets hitting 100% = asking your weapon to be nerfed. I don’t know how you don’t realize this. There’s no way they’ll make each fight into a real 2 vs 1 in favor of the ranger.
I’m running Resounding Timbre with Guard.
Stow pet
Shout
Swap out and use warhorn
Swap in GS and swoop
Jump off ledge to proc Clarion Bond
Repeat
You can stack swiftness permanently just by yourself while out of combat.
The killshot idea was mentioned back when Rapid Fire had a longer cast time. In the end, they went with something very similar, so I don’t know why you would call a killshot being off the charts.
The reason why some poeple want the pet to reliably hit its target is because the pet is resposible for our damage. It is not extra damage, it is damage that was stripped from the Ranger, so that pets could have a purpose. Again, an understandable demand from someone who’s sick of the poor AI the pet is bound to.
There are suggestions that don’t fit the Ranger or the balance this game has, but it’s not like the developers are not able to differentiate between suggestion that could work and those that do not.
Killshot from stealth has 0 counter play. Try playing the scout in the snowball mini game come this christmas if you want to see how broken that idea is. No skill should 1 or 2 shot you from stealth, ever, regardless of how glassy someone is.
100% hit accuracy in pet means your DPS goes up and comes in 2 sources while other classes don’t get more chances to mitgate the said damage, so basically it boils down to you getting free hits with no work, again, 0 counter play.
Those are broken ideas.
I’m saying devs that don’t main this class are not qualified to judge what’s viable in a reasonable time frame since everything I’ve said and suggested from day 1 has been validated by them eventually since they implemented it.
It’s clear as day as to what needs to be fixed on this class if you play it. The constant fumbling by the devs on this class just goes to show that they don’t play their own game.
I’ve said this since the beginning, they don’t play their own game and therein lies the problem. If you rely on forum feedback, you’ll get the most broken suggestions along with some good ones and unless you know the class, they’re meaningless. Just off the top of my head, I recall people asking for a killshot that could be fired while stealth without root or pets that’ll land their hits 100%. Nevermind the other LOL stuff being asked for from other classes.
Relying on algos don’t provide good feedback either because it lacks context. Look at your SB, it was wildly used because it was the fastest horse at the glue factory, not because it was overpowered and it got nerfed.
I’ve played glass LB ranger since the beginning and asked for the following during the beta weekend: consolidate longbow traits, faster arrow speed, lightning reflex removing snares, signets works on ranger without traits, SoTH to provide faster speed, more responsive F2 and we just kind of got them all after close to 3 years. Unfortunately, the other classes have moved on already and have become far better and the metric has changed drastically.
Why is it that someone that played the game for 4 days during the beta could see these issues that took a team of devs to recognize in 3 years? No amount of dev reshuffling will help this class in the long run. They need to get someone to main a ranger and play their own game. Just look at how they mangled healing spring tells you no one plays this class on the team.
“That doesn’t make it a good choice for ranger to do the same setup.” because…?
Because it’s not a thief or a mesmer. I have 2x/3xwhen traited, heal as a mesmer to proc swiftness. And if things go south I can stealth/port to reset the fight. You think it’s safe to spam your heal as a thief for mobility because you know the capabilities of a thief. You run into trouble, you have the option to stealth and/or just SB5 away.
Using your heal as a source of mobility for the most part is like eating Skittles to try and get vitamin C.
Blowing a 16 second heal is reasonable. I often spam withdraw to get over to the next place because I know that my 15 second Withdraw heal will be up and ready when I need it most.
Different classes, different metric. I run Centaur runes on my mesmer and I spam healing mantra for swiftness also. That doesn’t make it a good choice for ranger to do the same setup.
I don’t think it’s a coincidence that both of us are comfortable in doing that on classes that have stealth and ports handily available.
(edited by Aridia.3042)
you could always just use Heal as One now… it’s not PERMA by itself, but it’s close enough.
I’d rather guard be super amazing than meh and low CD. HOWEVER, if the skill is going to stay as a buff + reposition your pet skill it better keep its low CD or it’ll be worthless.
I tried using Heal as One but functionally it’s inferior to Guard because you can use shout in the middle of another action’s channel but you cannot do that for HaO since it’s not a true shout. Nevermind the waste of resource aspect of it.
People complain that barrage kills the ranger when there’s retal, well, here’s your solution, trait it and you have the option to cast Guard in mid barrage and run omnomberry pie and you can just shrug that off. Getting dirt thrown in your face while you’re trying to stomp with low HP? You’re getting 130 hp/s with no healing stat, 200 with celestial, 240 with cleric.
If you want to buff the vanilla Guard, I would just make it that the pet will perform a knockdown on the first attack, even with nominal damage, the moment someone enters the guarded area. This opens up even more different pet usage. BW was a nice stepping stone there to get people off canines and a minor tweak like that would let you have even more optionality in pet choices. Imagine casting guard on yourself and stand over the pet and it’ll essentially function like a spike trap, minus the condi. If you keep the dmg low on that knock down it won’t be overpowered and wouldn’t even warranty a change in refresh.
At this point I’d almost prefer the old version. It wasn’t as powerful but it worked when I needed it to and with no caveats attached.
This.
I’ve been running pug fractals nightly since the patch just to see people’s behaviour and I’ve yet to really heal people that badly needed the heal. I can almost feel the hate coming through the screen and them saying “why you no heal me, fukking ranger!?” That delay makes it worthless for clutch play since by the time you trigger it the people have moved away.
Just revert the skill to prepatch state and let it be affected by trap cool down.
You can’t really call it shout build to begin with if you just run Guard.
That’s exactly what I’m doing because the others are not worth while to take. If you’re blowing multiple shouts to get regen and swiftness, that’s borderline idiotic.
Uhm I am talking from a spvp perspective here but it is completely fine to blow heal as one for out of combat swiftness. CD is 16 seconds. And DURING combat you propably want to use it or Strength of the Pack anyway.
This is the problem. You shouldn’t feel need to use SotP or Traveler Runes or Runes of the Pack etc. Saying you should take something limits variety.
And no, blowing a heal to get swiftness even out of combat is not reasonable. What makes you think you won’t run into a zerk thief after? It’s not a good way to manage your resources. Clarion Bond doesn’t proc unless you’re in combat so that can’t be counted.
You can’t really call it shout build to begin with if you just run Guard.
That’s exactly what I’m doing because the others are not worth while to take. If you’re blowing multiple shouts to get regen and swiftness, that’s borderline idiotic.
Don’t touch that cool down. It needs to be low for shout builds to work to get perma swiftness.
Until Anet realizes speed boost should come standard and it is a shackle that holds back diversity, this has to be a viable speed boost in order to open up more builds.
Anet is gonna be Anet.
Don’t know what’s more sad. A"bug" that’s being fixed after almost 3 years since launch.
Or the fact that they’re still not playing their own game and trying to balance by looking at some algo.
This is offtopic but, your toon looks gorgeous, any chance you can share the skins and dyes?
Carapace Mask (hidden)
Stalwart Shoulders
Strider’s Tunic
Falconer’s Gloves (Human T2)
Glorious Legguards
Strider’s Boots
Dyes are white, black, midnight ice, antique gold, tarnished silver, ash and mithril. HTH
I actually had more bloodlust stats on my 2nd pic above, it changed before I snapped it but that goes to show the bonus you get from spotter is even worse than I had presented originally.
Took at pic just now with same foods, noticed both healing power is at 30, so it’s the same bloodlust bonus, and with spotter, I only got (86.61 -83.47) = 3.14% increase.
This is a horrible deal.
However, we also gained:
- 10% crit chance while flanking
- 7% crit chance with spotter (if your previous build couldn’t run it)
So if you focus on damage, you should be able to crit more, but the crits do quite a bit less damage.
Worthless.
I never ran spotter in WvW since the crit chance is highly overrated if you ran full zerg. Prepatch I could get 83.5% crit chance with just fury.
Look at my pics below, prepatch vs post patch. I didn’t even have spotter in the first pic. You’re only getting 4.1% crit chance with spotter, something that could be gotten with food lol. This is a nerf across the board, period.
People that wanted HS as a trap were not expecting arming time to be a factor. Arming time is the worst thing ever, and only created so the DH wouldn’t be grossly overpowered.
Also, since when in history does trap have a positive connotation?
That arming time is annoying. I was doing fractals over the weekend and kept trying to drop it to blast people that just got ressed and they’d all be out of range once that spring kicks in.
They should at least make it so you can trigger it instantly yourself if you mashed 6.
I only care about wvw and I run full glass.
26 less toughness (actually worse than that since i’m slotting protect me in my build)
4% less crit
5.67% less crit dmg
Lost a bunch of dmg multipliers and moment of clarity.
Running shout bow right now with WS so basically only gained bark skin, companion’s defense and 2 extra condi cleanse.
Not a good deal. I was mauling people for 12k without signets before. DPS actually is down quite a bit. In theory there’s more sustain on paper but given the power creep it don’t matter when thieves are doing 6k cloak and dagger.
I find Quick Draw to be highly overrated aside from dueling and running away and see zero reason to run skirmish. (Typical spvp balance, surprise!) Swapping in a zerg fight is worthless. Clarion Bond was fun to play with but they changed that back pretty quickly.
Not a good patch for me.
Posted this in another thread. Hope the devs would consider this:
Clarion Bond should be synced with pet swap. Change it to 10 secs for the buffs if you guys think perma fury is OP.
This current version is very clunky and frankly unwarranted since your DPS is interrupted and gets reset every time you swap pet.
Not to mention if the pet is dead and you’re forced to blow a buff in order to get access to your 2nd pet. Problems like this should NOT be a side effect of taking a trait in the beast mastery line.
- 6.33% less crit damage, with 85 less ferocity
- 5% less damage from missing Eagle Eye
- 10% less damage while flanking from changed Hunter’s Tactics
That really adds up. I would routinely do 4k+ with the LB’s vanilla AA prepatch, but didn’t get one above that last night.
I think my pattack actually went up but taking those stats modifier away really affected the end result negatively.
Gonna need to test some more and see. Didn’t even try Skirmishing line at all.
That’s excellent news Colin.
I’ve been waiting for something like this since the magic find and critical dmg nerf. Much thanks.
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Aridia.3042
So basically Anet and Ncsoft expect me to subsidize a new player’s copy.
$50 + $10 USD = $73.39 CAD on today’s rates.
I paid only $47 for the core game at launch. There’s no way HoT will have as much content to warrant an even higher price tag than the core game.
Throw people a friggin’ bone here, money is not the issue but this leaves a bad taste in the mouth in terms of value.
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Aridia.3042
So if an existing player buys the ‘core game’ again then shouldn’t we get 5 character slots for buying it again?
Wait wut? That’s NOT how it works!? I just assumed buying the base game again would net me 5 new slots. Slots are extra? That’s nuts…
1. All pet buff should be ignore range and be guaranteed for the pet owner when cast, so bow users can still get stalker might and bear cleanse even when you send them out to +600 range for attack.
2. F1 should become toggle for attack/retreat, thereby freeing up F3 for other functions, like engage/avoid combat.
3. Pet’s buffs/debuffs should show up above the F1 to F4 bar, instead of having to click on the pet itself to show the buff window.
Definitely need a one time stats reset on ascended gear. Especially when Celestial balance is being changed, yet again, when the new system hits. I’ll take option 1. When MF got nerfed Celestial armor was never given a chance for a reset. It’s time Anet fixed that oversight.
Piercing > RtW.
If you got high enough crit rate, run Omnomberry pie. That pretty much will let you ignore retal.
Scholar is better than Ranger. It’s on par with the Ranger rune even without the 10% bonus because of the Str. Strength does more for power builds. You can easily test this at HoTM. Find the mesmer bot and jump off that ledge to get your HP below 90% and start shooting at the golem then compare it when the ranger rune.
The only way to get a higher pttack is to use Strength Rune and Sigil and you need 6 to 7 stacks to get into Scholar territory which is not easy to do because the rapid fire channel is shorter now. And if you do that, it means you can’t run Air/Fire on your LB which is not optimal for burst.
If you have problems keeping your HP above 90% in WvW because of retal, run SoTW with Omnomberry pie.
Off peak can be affected by changes to the scoring system or by setting different caps for different times of the day.
You’ve just answered yourself why player capping is pointless because it does nothing as you realize you need to supplement it with a scoring system change. Then why not just get at the core of the issue: the scoring system is what needs to be changed, which was the main point of my previous post.
Make it so coverage != automatic win, and you’ll have less stacking. Player capping is actually detrimental to the game IMO. What you’ll end up getting is guilds trying to get pugs to leave because they’re “wasting” a valuable slot. And you introduce more variables that is not needed, like trying to figure out an ideal cap. Things like that will just lead to unintended consequences.
Nope, the scoring system is half the issue. If they fixed the scoring system do you think ET could go against GB and stand a chance? ET simply wouldn’t have the manpower to take anything from BG. Even in small scale/roaming BG would have just about everything capped so they would send zergs to wipe out ET roamers.
Note: I picked these 2 servers because they are the 2 extreme ends of the spectrum. This is nothing against ET. In fact I’d be willing to bet an ET roamer would beat a BG roamer in a 1v1 about 90% of the time, and in anything over 30v30 BG would beat ET most the time because they are more used to zerg vs zerg.
Go back and reread my post.
Off peak can be affected by changes to the scoring system or by setting different caps for different times of the day.
You’ve just answered yourself why player capping is pointless because it does nothing as you realize you need to supplement it with a scoring system change. Then why not just get at the core of the issue: the scoring system is what needs to be changed, which was the main point of my previous post.
Make it so coverage != automatic win, and you’ll have less stacking. Player capping is actually detrimental to the game IMO. What you’ll end up getting is guilds trying to get pugs to leave because they’re “wasting” a valuable slot. And you introduce more variables that is not needed, like trying to figure out an ideal cap. Things like that will just lead to unintended consequences.
Server merge/alliance/player cap solves nothing. Because you cannot prevent people from stacking. If you let it, they will stack. You had a preview of it already in the first year with Titan Alliance in this game. There’s nothing in the game to prevent a group of dedicated guilds to create an air tight 24/7 coverage alliance and you’d be back right where you are. And no, OCX/EU guilds are a finite commodity, you cannot just recruit more if they’ve been taken by other alliances already. So it’s a futile exercise to try and let the community balance itself.
The horse has left the barn already. The kind of suggestions in this thread should’ve been explored in the alpha. You should take the low hanging fruits and make blobbing and coverage not as effective instead while keeping a majority of what exists currently. It’s more efficient, and more effective in the long run. The numbers therein are just a general idea to discuss the framework, it probably needs to be changed and test to fine tune it.
1. Make servers 2 vs 1. Give 2nd place 2x multiplier when they attack 1st place, give 3rd place a 3x multiplier in attacking 1st place. Second place gets focused too often, 1st hits them to keep them back, 3rd hits 2nd to try and catch up, and all that does it let 1st place get away with a bigger and bigger lead especially when they have coverage to PVD. Not giving the losing sides a way to come back makes it boring and contributes to the stacking. It’s like trying to watch a basketball game when you can’t take 3 point shots or getting a basket while getting fouled. Give this multiplier to bloodlust stomps also.
2. Change the way PPT is calculated so it’s based on population participation on the current map. Full 3 way blob? It ticks normally. 70 vs 30 vs 25, you’d tick for less. Holding things on an uncontested map should give you little points. Make it so one side cannot PVD and sit on it overnight to amass an insurmountable lead. Sitting on uncontested keeps should net you close to nothing if you’re in 1st place.
You’re probably thinking, what if my side just logs out after getting a 20/30k lead, so now you can barely score on me. But that’s where my first suggestion comes in, the opponents will be getting 2x/3x the score in my absence. If 2nd and 3rd place are getting a multiplier for all they do, under no circumstance would logging off to turtle be beneficial to me. And under no circumstance is 2nd or 3rd going to ask their players to log off because they’ll be wasting their multiplier to score and they can’t turtle their way to reclaim 1st place because you need people to attack to get points.
3. Increase AOE cap so stacking and blobbing is actually dangerous. It empowers small team play and makes things like guerrilla tactics and pincer attacks actually viable for the smaller side. When 5 guys can only hit 5 opponents and the blob can all hit the original 5 attackers, you’re just inviting everyone to group up and mash 1 to victory.
4. Unless the healer is out of combat, healer cannot res a dead ally. To further slow the blob.
The only thing I’ve noticed was the MASSIVE number of rangers everywhere, the fact that they can be extremely lame makes me feel bad about the rangers who persevered since the release or at least before it was cool.
Haha, so much this. Been running LB zerker since the beta so I was testing a BM build last night and got hosed down by a couple of LB rangers. And one guy kept telling me to gtfo you fotm ranger. xD
I think the irony is lost on some people.
more interested in the cripple sigil…..just need to see ICD
Cripple Sigil? What cripple sigil?
It was mentioned by internal testers that they have a cripple sigil that would proc on crit. I don’t see it in the final patch notes though so maybe it didn’t make it, which is a shame cuz I was really looking forward to using that with LB1 and the new GM cripple trait.
I imagine they haven’t come to a good ICD yet and wanted to see how all the LB changes would shape up first.
legs are t3…? (im not sure)
Those are Vigil’s Honor pants.
I forgot to mention the Plated Leather, not shiiiiny like the top ones, but more realistic and, for me, perfect for an archer.
Love that set. +4 Str -1 Con. Best bang for the buck esp when I couldn’t afford the good dyes.
Speaking of L2, Dark Crystal looked a lot better than a Majestic for human models, in particular for an archer/ranger/thief class. Majestic was ugly for females and looked more like a heavy armor on males (they looked more like star wars stormtroopers than archers),. Only looked good on elf males and dark elf females.
I agree the female Maj light is not as good. DC light does look nice. But I like the popped “collar” of the Maj light. :> I like Doom Plate for the same reason which is why I was trying to recreate that for my female toon.
Plus I’m an archer at heart, so I like the Maj light bonus.
Silly people…Eles are the real ninjas! Who else can do karate, breath fire, summon hidden weapons, teleport and change forms, and throw hadokens from afar?
Here’s my kunoichi.
Head = Eye patch – Cuz every shinobi has battle scars.
Shoulders = Cabalist Shoulders – Need a scarf for those cold night stealth missions.
Chest = Vestment of the Lich – Only ninja cape available in all of Tyria.
Arms = Seer Gloves – Good def and still has the sharp fingers to claw your eyes out.
Legs = Profane Pants – Sleek combat pants that don’t hinder movement.
Boots = Sorcerer’s Shoes – Don’t let the name fool you, it’s the best East meets West pair of sandals. Now made of metal instead of straws!
Back = Wind Catcher – Bringing good fortune with you on the mission.
Weapons = Usoku’s Needles – Dual wielding sais. Only one more deadly with these is probably Raphael.
Dyes: Ash, Midnight Fuchsia, and Black, cuz Abyss is so 2012.
First of all, Strength runes and might stacking in general on a ranger seems like a rather bad Idea. The Ranger has very few options of gaining Might and usually wont get might from a party either, since we are on 1500 range. I understand you use a sigil where you get 1 stack of might with every second crit. but that thing is on 1 second cooldown.
Meaning, even with 100% crit chance you’ll still be wasting a lot of potential because you attack so fast with zephyr that you wont be able to build up a considerable amount of might.
This is pretty much why I think Strength rune is overrated on ranger. I run S/D on my ele and it’s amazing with it cuz ele specs into arcana anyway and because it has 2 AA attacks that is channeled, and S/D self stacks so well, you’ll get perma 12 to 15 stacks on you even without trying. Zerker ranger, not so much. You’ll have an even harder time to stack might with the shortened channels coming up in the next patch unless you run Axe/X but that’s ill advised if you’re glass. You need GS or at least a sword to gtfo when things turn south.
I think Scholar is better for zerker build. You’ll be at the back sniping anyway so you’ll proc that 10% bonus pretty often.
Plus Air/Fire sigils are pretty much mandatory on the LB. You can literally down a squishy target with one RF when they both proc.
I run full glass 6/6/2 and find that I like it better than 6/6/0/2 despite it having slightly less power as I tend to load my bar with survival skills and take wilderness survival to get the lower cool down. I don’t foresee me changing that when they’re dropping entangle’s cool down even lower in the next patch.
A little offtopic:
My warrior runs in Imperial crusader. Sadly I cannot replicate the blue hue of the original armor so I went with red to fit the weapons. A proper shield is also a problem, thus i’ll stick with the current. As a sword I’d like to get the infite light someday. Its the best looking sword in the game to me and its similar to the Dark legion edge <3
The inner mail of the IC set has a purple hue to it. You should try a dye like shy violet, or mischief to see if it works. The outer could probably be done with antique gold or tarnished silver.
The unfortunate thing about the dye system is that what you see is not what you get, the shade changes depending on the material that it’s applied on. Which is why I settled on a purple instead of the blue in my Avadon. Just gotta keep trying.
You can probably use the Phalanx shoulder and chest piece also.
http://wiki.guildwars2.com/wiki/File:Phalanx_Heavy-Armor_Skin_human_male_front.jpg
(edited by Aridia.3042)
Well, atleast the ascended bow looks soooomewhat like the soul bow. Better actually, if I think about it.
It looks like a kitten child between the Soul Bow and Requiem Thrower. Not a fan of it but I don’t see anything better to transmute into.
From far away, I actually like the look of the Super Longbow. The hue reminds me of a nice +6/7 overenchant from L2. xD That’s what I use for my stacking bow.
Anyway, I’m done transmuting but I’m not sure what to keep as my shoulder piece atm.
The Twilight shoulder works really well…so long as you just stand there and don’t do anything. The moment you start to run or equip weapons, it clips the hair like crazy. :<
The Stalwart shoulder is actually the lesser of two evils, it only clips when you fire LB1, and you can’t see it but you know it’s still there…
What to do, what to do…I might just slap a Caudecus shoulder on there and call it a day.
BTW I hope you’re doing an avadon set for your warrior. I tried to do one for my ele.
(edited by Aridia.3042)
